Analogue’s Next Retro Game Console Is a 4K Nintendo 64

Analogue 3D takes a “masterful fucking orchestra” approach to recreating the N64

Games Features Analogue
Analogue’s Next Retro Game Console Is a 4K Nintendo 64

Retro gamers will likely perk their ears up at today’s news: Analogue is about to tackle the N64 as its first 3D console recreation. And the retro gaming company is doing so with higher-end technology than ever before.

The Analogue 3D game system was announced this morning with a vague release window of “2024,” zero official images, and a huge veil over its technical details. Thankfully, we managed to get Analogue CEO Christopher Taber to talk about what exactly the Analogue 3D will deliver whenever it launches–and the resulting conversation is quite frank.

“Reimagining the N64 with 100 percent compatibility and accuracy, and what I know is necessary for it to be just like the experience we all had when we first played it in the context it was created for (CRTs, namely), is not something anyone has achieved, not even close to,” Taber says. And after “three years” of hardware development, Analogue has created its first 4K TV-compatible system–which Taber says will include “by far the most powerful and expensive” internal technology in the company’s history.


Analogue, for the uninitiated, has spent the past decade building HDTV-friendly versions of classic gaming systems, with original hardware accuracy as a selling point. (Paste has previously reported on 2021’s Analogue Pocket and 2018’s Analogue Super NT.) If you don’t mind the images or sounds of an old game being a bit off, or you don’t care whether you are using an original disc or cartridge, Analogue is probably overkill; you have options ranging from official, licensed emulation services (particularly Nintendo Switch Online) to dubious emulation apps and devices.

That ecosystem of software emulation differs from Analogue’s approach: hardware emulation, powered by FPGA (field programmable gate array) systems. In the simplest terms, a multipurpose FPGA can be coded to recreate every single function, processing speed, and quirk of an older computer or game system, then translate the results to modern TV signals. (Comparatively, should you connect an original, unmodified NES to a newer TV, you can expect an ugly picture, laggy button responses, and other issues.)

As gamer nostalgia expands from the simpler games of the ‘80s to the 3D worlds of the ‘90s, software emulation runs into harsher limits. Take this year’s headline-grabbing launch of N64 classic Goldeneye 007 on Nintendo Switch Online: it’s frankly a rough conversion, weighed down by issues with sounds, music, graphics, speed, and bugs, even after an update that came months later. This all from the company that owns all the original N64 hardware and software schematics and code!

To that end, Taber suggests that Nintendo can’t do much better with this and other problematic N64 software on an emulation front, even if Nintendo made an “N64 Classic” in line with its previous, mega-popular NES Classic and SNES Classic systems. “The nature of how [N64] software emulation functions with even the most powerful components–it isn’t possible,” he argues. “It will inevitably result in a subpar experience.”

Hence, the Analogue 3D: an N64-like console that plugs into modern TVs, accepts original N64 cartridges from any region, and includes four original N64 controller ports. Taber suggests its price, currently unannounced, will be “in the range of all of our other systems,” even though its parts cost sounds like it will be higher than prior systems that have retailed for $179-249.

Much of Analogue 3D’s development muscle went into its traditional process of making a general-purpose FPGA board fake like a classic console (and that development staff is, like with other Analogue projects, led by Kevin “kevtris” Horton). Analogue found that the N64’s hardware demands necessitated a new hardware baseline. Taber doesn’t clarify whether a specific FPGA board or supplier has yet been picked, other than to say Analogue 3D’s board will include “an order of magnitude greater amount of LE’s, fabric speed and more” compared to the Cyclone V found in many Analogue systems.

Taber insists that the FPGA specs in question are necessary to do more than recreate N64 games’ 2D and 3D worlds. “This generation of videogames is where its context starts to really become important,” Taber says. “All of the videogame systems designed within this era were made to be played on a CRT. N64 games have mixed asset resolutions, amongst many other things. Scaling early 3D games for modern televisions is radically more complicated than 2D games.”

It’s here where Taber begins to froth at the mouth about Analogue 3D’s jump from standard HDTV pixel resolutions of 1080p to the 4K standard of 2160p.

“This is why 4K is so important for 3D games,” he says. “FPGA plus 4K equals 100 percent control over everything, in every detail. Analogue 3D performs like a masterful fucking orchestra—a symphony—because, again, everything is designed from scratch, in house, with complete control over every dynamic. Therefore every nuance is able to be calibrated to an unprecedented degree. To me, it’s either this, or buy a fucking original N64 and a CRT. End of story.”


Sadly, Taber has yet to roll out video proof of what Analogue 3D’s 4K “video filters” will look like, or exactly how they’ve been calibrated to best resemble the scanlines, color aberration, deinterlacing, and other quirks of older, bulkier TVs. And as far as CRT TVs famously having zero button-tap lag, Taber insists that Analogue 3D will uphold the company’s reputation for reduced-lag gaming on modern TVs.

Taber suggests an “early 2024” reveal of many more details about Analogue 3D. That includes the form factor, which Taber insists is complete and “in production.” For now, we did our best to corner Taber and squeeze out as many confirmed details about the N64-mimicking system as we can, all listed below:

Anything that connects to the N64 via its cartridge expansion slot (cartridge pak, rumble pak, transfer pak, or even the very rare Bio-Sensor that came with Tetris 64 in Japan) will work with Analogue 3D, so long as players connect an original N64 gamepad to the system. Modern gamepad manufacturer 8BitDo is creating a wireless N64-styled controller in honor of the Analogue 3D, but it does not appear to include its own cartridge expansion slot.
In the event that you need to save with a cartridge pak but don’t have one, Taber says that Analogue 3D will have your back in the form of “save states.” This computationally expensive feature isn’t always a given on FPGA systems, so it will be interesting to see how it works here.
The relatively rare 64DD add-on, exclusive to Japan, will not natively connect to Analogue 3D. Taber suggests that “community developed” connection options will work instead.
Analogue 3D will include a ton of gamepad options. Four original N64 controllers can connect via the system’s four built-in ports. On top of that, the system will include two USB Type-A ports and will support four additional wireless controllers via either Bluetooth or 2.4 GHz wireless. “Wireless controller support will be everything Analogue Dock supports and more,” Taber says.
Select system-level visual effects can be disabled on a menu level if users would like, particularly the N64’s infamous anti-aliasing glaze.
By default, Analogue 3D will run N64 games at their native speeds, complete with frame rate slowdowns (we’re looking at you, Goldeneye 007 four-player split-screen). Taber suggests that optional toggles will enable “overclocking, running smoother, eliminating native frame dips,” and other performance-specific tweaks.
The N64’s optional 4MB RAM “expansion pak” will be built into Analogue 3D and enabled by default. Users can go into a menu to disable the expansion pak if they want to disable its features in select games.
Analogue 3D will support the same firmware-update process as prior Analogue systems, via a microSD port. Taber suggests that “some new methods of updating” will be announced at a later date. (Analogue has never formally announced “jailbreak” support for its older systems, which have allowed system owners to load ROM files via microSD cards instead of physical cartridges to play games, but each has eventually received a jailbreak of some kind.)
Taber says the Analogue 3D will only support “pure N64 and the original legacy ecosystem surrounding it, nothing else.” It will not include any fork of the “openFPGA” system found on Analogue Pocket.

Some readers will come to this report with a sour taste in their mouths, thanks to long-teased software features for the Analogue Pocket that were announced and advertised by Analogue, only to have their estimated launch windows blow past without public recognition. When pressed on these previously advertised features–including “video filters” for openFPGA and “DAC” support for Analogue Dock–Taber simply suggests that “Analogue OS” will be released by “the end of this year.” He also insists that production capacity for existing Analogue products is in no way bumped or affected by production of Analogue 3D, arguably because it targets an entirely different FPGA board, and points to a recent announcement that the oft sold-out Analogue Pocket will receive a substantial restock by year’s end.

While Analogue 3D sounds tantalizing, the 3D era of FPGA gaming has become more heated thanks to the MiSTer, an alternate FPGA product that relies entirely on community development for its console-specific “cores.” In the past year, this product, which requires substantial user tinkering and building, has received support for increasingly accurate PlayStation 1, Saturn, and N64 game playback. Similarly, a brand-new FPGA system, dubbed MARS, has been announced with its own advertised 4K support and higher specs, though this has come from a group with zero proven commercial launches.

Taber offers a respectful response to this competition: “I’m stoked to see the other developments in the FPGA community, regardless of their high price and pretty radical DIY nature.” It doesn’t do much to distract from his focus on N64 recreation, however: “[For someone else] to make an ‘N64 Mini,’ it’d have to be with a reproduction of the original ASICs, an FPGA, and in 4K, with Original Display Modes recreating not just the video game system but the other critical contextual pieces. To be frank, this is the bare minimum necessity for the 3D generation of videogame systems to not feel aged, generally ‘off,’ not as good as we remembered. Analogue 3D is a fucking lightning bolt from the bare minimum.”

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